Dark Tower

Game Master brvheart

Roll20

Watch Order:
1st: Jhenn, Fralk
2nd: Ciri, Faffnyr
3rd: Thoron, Slim

Order of March:
single:
Thoron, Fralk, Slim, Ciri, Jhenn, Faffnyr
double:
Thoron and Fralk, Slim and Ciri, Jhenn and Faffnyr with bringing up the rear.


Something seemed odd about this town, Mitra’s Fist. And the tavern they were in, The Overlord’s Inn, was certainly
a bit strange as well. [Everyone in the town seemed to stare at them as they walked through, and he had heard more
than one comment about how they didn’t get any visitors here anymore. He began to wonder if they had made a
mistake coming here, but what choice did they have after their guide had died from a scorpion’s bite and a sandstorm
had driven them into this mysterious mountain pass?


1,801 to 1,850 of 5,067 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>

Male Half-orc Rogue (Thug) 7

Looking at his swelling muscles Felix flexes right and left.
"OH, I really like it. It feels a lot better now."


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

I now understand what my teacher told when I was little, the roots, real and imaginary, of the equation 5x2 – 8x + 5 = 0.

x = 0.4 + 0.6i, 0.4 – 0.6i. The quadratic doesn’t factor, so you use the quadratic formula The only two solutions are complex: 0.4 + 0.6i and 0.4 – 0.6i. Each side of the quadratic equation is equal and opposite of the other, I understand now that it's like life and in complete balance.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal'ariel suddenly feels wiser. "Yeesh, I'm not sure I've been making the right choices in life," she groans, thinking about her questionable recent pirating, drinking, and relationship history. "I'll set things right after we take care of business here!"

Standing before the next set of doors, she takes a look for traps.
Perception, Wis bonus, vs traps: 1d20 + 15 + 1 + 1 ⇒ (16) + 15 + 1 + 1 = 33

If it seems okay, she'll open the next door!


Male Human Rogue6/Clr1 Current Map
Tal'ariel Rhuidon wrote:

Tal'ariel suddenly feels wiser. "Yeesh, I'm not sure I've been making the right choices in life," she groans, thinking about her questionable recent pirating, drinking, and relationship history. "I'll set things right after we take care of business here!"

Standing before the next set of doors, she takes a look for traps.
[dice=Perception, Wis bonus, vs traps]1d20+15+1+1

If it seems okay, she'll open the next door!

You locate a trap on the ceiling over the door.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

And Tal will attempt to disable that ceiling trap!
Disable Device: 1d20 + 21 ⇒ (8) + 21 = 29
Disable Device: 1d20 + 21 ⇒ (15) + 21 = 36
Rolled twice in case the first one fails, hope that does it.


Male Human Rogue6/Clr1 Current Map
Tal'ariel Rhuidon wrote:

And Tal will attempt to disable that ceiling trap!

[dice=Disable Device]1d20+21
[dice=Disable Device]1d20+21
Rolled twice in case the first one fails, hope that does it.

She disables a Large Wire Net Trap.

Grand Lodge

Male Dwarf Cleric/6

"What was that thing going to do to us Tal? Drop weights or something?


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

"A big old net, I think," says Tal'ariel, putting away her thieves' tools. She then puts a finger on her lips, points toward the door signaling that she's going to open it.

Then she quietly opens the door.
Stealth: 1d20 + 18 ⇒ (20) + 18 = 38


Male Human Rogue6/Clr1 Current Map

It was worse and a good thing you did DD twice as it was a dual trap. The wires DD DC 27 after falling on you set off a heat metal trap DC 27. Anyone withing 30' in metal armor had to make a Will Save to avoid.

XP traps = 933
snake = 200

The door opens to a circular 20 chamber which leads to a passage that slopes downwards. to level three


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal smiles, delighted at what looks to be further progress as the ground slopes downward. She creeps into the circular chamber, then peers down the passage onward.
Perception: 1d20 + 16 ⇒ (13) + 16 = 29


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Perception: 1d20 + 11 ⇒ (12) + 11 = 23
Jim followed Tal'ariel at a distance, happy to let her scout ahead if she wished.


Male Human Rogue6/Clr1 Current Map

ghouls

Jim and Tal roll init please


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Initiative: 1d20 + 13 ⇒ (10) + 13 = 23


Male Human Rogue6/Clr1 Current Map

init ghouls: 1d20 + 4 ⇒ (14) + 4 = 18
init Jim: 1d20 + 7 ⇒ (8) + 7 = 15


Male Human Rogue6/Clr1 Current Map

Initiative Order Round One
Tal
Ghouls
Jim


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

"Ghouls!" announces Tal. She conjures sticky webbing to cover the whole lot of them and buy the group some time, then retreats toward them!

Casting Web, 20' radius, Reflex DC17. Move back 30'. Can the rest of the party roll initiative and join in?


Male Human Rogue6/Clr1 Current Map

Next round they can roll init


Male Human Rogue6/Clr1 Current Map

reflex: 1d20 + 2 ⇒ (17) + 2 = 19
reflex: 1d20 + 2 ⇒ (1) + 2 = 3
reflex: 1d20 + 2 ⇒ (8) + 2 = 10
reflex: 1d20 + 4 ⇒ (12) + 4 = 16
reflex: 1d20 + 2 ⇒ (13) + 2 = 15
reflex: 1d20 + 2 ⇒ (5) + 2 = 7
reflex: 1d20 + 2 ⇒ (11) + 2 = 13


Male Human Rogue6/Clr1 Current Map

cmb: 1d20 + 2 ⇒ (18) + 2 = 20
cmb: 1d20 + 2 ⇒ (11) + 2 = 13
cmb: 1d20 + 2 ⇒ (14) + 2 = 16
cmb: 1d20 + 2 ⇒ (13) + 2 = 15
cmb: 1d20 + 2 ⇒ (6) + 2 = 8
cmb: 1d20 + 2 ⇒ (7) + 2 = 9

The ghoul in front double moves forward. One breaks free and moves forward as a move.

Jim's turn. Everyone else roll init.


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Jim cautiously flicked his midnight blue scarf in his offhand before advancing and lunging twice at the lead ghoul. As he did he tried to ignore the powerful stench, "Gah! These things make your eyes water!"

As a free action he's using 1 point of panache to activate the flair and gain and extra 5' reach.

Scimitar: 1d20 + 15 ⇒ (5) + 15 = 20Damage: 1d6 + 9 + 7 ⇒ (6) + 9 + 7 = 22
Scimitar: 1d20 + 10 ⇒ (7) + 10 = 17Damage: 1d6 + 9 + 7 ⇒ (5) + 9 + 7 = 21

He then sunk back into a defensive stance, ready to try and parry the inevitable attacks from the ghouls.

Opportune Parry:

Parry?: 1d20 + 15 ⇒ (10) + 15 = 25
Riposte!: 1d20 + 15 ⇒ (10) + 15 = 25Damage: 1d6 + 7 + 9 ⇒ (1) + 7 + 9 = 17
Parry #2: 1d20 + 15 ⇒ (13) + 15 = 28
Parry #3: 1d20 + 15 ⇒ (3) + 15 = 18


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

Perception: 1d20 + 12 ⇒ (10) + 12 = 22

Initiative: 1d20 + 4 ⇒ (8) + 4 = 12


Male Kelish/Dervish Warpriest Crusader 7 init +1, HP 66, Perception +15, AC 28; Fort +11, Ref +5, Will +11

init: 1d20 + 1 ⇒ (14) + 1 = 15

cast purify God and drink and Sip from the basin: 1d6 ⇒ 1

gain 3 points strength


Male Human Rogue6/Clr1 Current Map
Izzabeau Kalahari Du Bar wrote:

[dice=init]1d20 + 1

[dice=cast purify God and drink and Sip from the basin]1d6

gain 3 points strength

Nothing happens. He gains nothing.

Grand Lodge

Male Dwarf Cleric/6

Init: 1d20 + 2 ⇒ (6) + 2 = 8
oh well back to my usual rolls I see


Male Human Rogue6/Clr1 Current Map

init Felix: 1d20 + 6 ⇒ (20) + 6 = 26


Male Human Rogue6/Clr1 Current Map

Initiative Order Round Two
Felix
Tal
Ghouls
Jim
Ciri
Thoron


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Tal moves a bit forward (but still behind Slim Jim) and hurls a bit of acid at the ghoul who managed to escape the webbing!
Acid Splash: 1d20 + 7 ⇒ (4) + 7 = 11; Damage: 1d3 ⇒ 3


Male Human Rogue6/Clr1 Current Map
Tal'ariel Rhuidon wrote:

Tal moves a bit forward (but still behind Slim Jim) and hurls a bit of acid at the ghoul who managed to escape the webbing!

[dice=Acid Splash]1d20+7; [dice=Damage]1d3

Sorry, that would be a miss. Touch AC is 12


Male Half-orc Rogue (Thug) 7

Felix hides in the shadows and moves forward.
Stealth: 1d20 + 17 ⇒ (14) + 17 = 31


Male Human Rogue6/Clr1 Current Map

cmb: 1d20 + 2 ⇒ (2) + 2 = 4
cmb: 1d20 + 2 ⇒ (3) + 2 = 5
cmb: 1d20 + 2 ⇒ (15) + 2 = 17
cmb: 1d20 + 2 ⇒ (8) + 2 = 10
cmb: 1d20 + 2 ⇒ (20) + 2 = 22

Two ghouls break free of the webs and move forward.


Male Human Rogue6/Clr1 Current Map

Jim
Ciri
Thoron


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Who got the killing blow for the first ghoul?

With one ghoul down Jim Gritted his teeth and went after the one right next to it. His scimitar flashed as he swung it towards the ghoul, aiming to decapitate it!

Scimitar: 1d20 + 15 ⇒ (8) + 15 = 23Damage: 1d6 + 9 + 7 ⇒ (5) + 9 + 7 = 21
Scimitar: 1d20 + 10 ⇒ (20) + 10 = 30Damage: 1d6 + 9 + 7 ⇒ (3) + 9 + 7 = 19
Crit?: 1d20 + 10 ⇒ (6) + 10 = 16Crit Damage: 1d6 + 9 ⇒ (3) + 9 = 12

Noting the other ghouls struggling in the webs, Jim readied himself for any attack.

Opportune Parry:

Parry?: 1d20 + 15 ⇒ (18) + 15 = 33
Riposte!: 1d20 + 15 ⇒ (16) + 15 = 31Damage: 1d6 + 7 + 9 ⇒ (3) + 7 + 9 = 19
Parry #2: 1d20 + 15 ⇒ (13) + 15 = 28
Parry #3: 1d20 + 15 ⇒ (8) + 15 = 23


Male Human Rogue6/Clr1 Current Map
"Slim" Jim wrote:

Who got the killing blow for the first ghoul?

With one ghoul down Jim Gritted his teeth and went after the one right next to it. His scimitar flashed as he swung it towards the ghoul, aiming to decapitate it!

[dice=Scimitar] 1d20 + 15 [dice=Damage] 1d6 + 9 + 7
[dice=Scimitar] 1d20 + 10[dice=Damage] 1d6 + 9 + 7
[dice=Crit?] 1d20 + 10[dice=Crit Damage] 1d6 + 9

Noting the other ghouls struggling in the webs, Jim readied himself for any attack.

** spoiler omitted **

You did, just like you did this one! Jim continues his roll!!!


Female Half Eldar Elf Arcanist (Black Blade Adept) 9; Atk +8/+10; Percpn +17; AC 21 (-2 enemy atk), T15, FF18; hp 79; Init +4; Fort +11 Ref +10 Will +10

[I]Move into the room and cast fire centered between the two groups[I]

Fireball dc18: 7d6 ⇒ (6, 5, 1, 1, 4, 1, 4) = 22


Male Human Rogue6/Clr1 Current Map

reflex: 1d20 + 2 ⇒ (1) + 2 = 3
reflex: 1d20 + 2 ⇒ (18) + 2 = 20
reflex: 1d20 + 4 ⇒ (4) + 4 = 8
reflex: 1d20 + 2 ⇒ (20) + 2 = 22
reflex: 1d20 + 2 ⇒ (10) + 2 = 12


Male Human Rogue6/Clr1 Current Map

Well that killed three of the remaining freeing the last two.

Thoron is up then round three.

Initiative Order Round Three
Tal
Ghouls
Jim
Ciri
Thoron


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Without power attack, Jim seems to hit very constantly. I've played various two handers classes who hit way harder but they where always a bit hit and miss.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Do the ones previously stuck in the webbing take damage from the burning webs?
Web damage?: 2d4 ⇒ (4, 1) = 5

Tal fires a splash of acid at the nearest remaining ghoul, then retreats and lets the others handle cleanup duty! Acid Splash, retreat 30'
Acid Splash: 1d20 + 7 ⇒ (7) + 7 = 14; Damage: 1d3 ⇒ 2


Male Human Rogue6/Clr1 Current Map
Tal'ariel Rhuidon wrote:

Do the ones previously stuck in the webbing take damage from the burning webs?

[dice=Web damage?]2d4

Tal fires a splash of acid at the nearest remaining ghoul, then retreats and lets the others handle cleanup duty! Acid Splash, retreat 30'
[dice=Acid Splash]1d20+7; [dice=Damage]1d3

The burning webs killed the near one and the only one remaining is well out of range for Acid Splash 25' + 5'/ 2 levels.


Male Human Rogue6/Clr1 Current Map

The one remaining moves within 10' of Jim. He needs to make a DC 15 Fort Save due to the stench. Yes, it is a ghast!


Male Human Rogue6/Clr1 Current Map

Jim
Ciri
Thoron

Are next


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

Fort: 1d20 + 8 ⇒ (5) + 8 = 13

Jim gagged on the stench, moaning "Oh dear gods, I think I might be sick!"

GM we should decide how to handle Charmed Life. That needs to be declared before the roll which is difficult in PbP. Generally it's something that would normally be reserved for crucial rolls (e.g. vs paralysis).

Charmed Life:
At 2nd level, the swashbuckler gains a knack for getting out of trouble. Three times per day as an immediate action before attempting a saving throw, she can add her Charisma modifier to the result of the save. She must choose to do this before the roll is made. At 6th level and every 4 levels thereafter, the number of times she can do this per day increases by one (to a maximum of 7 times per day at 18th level).


Male Human Rogue6/Clr1 Current Map
Quote:
She must choose to do this before the roll is made.

Therefore she fails and is sick for sick rnds: 1d6 + 4 ⇒ (2) + 4 = 6


Male Kelish/Dervish Warpriest Crusader 7 init +1, HP 66, Perception +15, AC 28; Fort +11, Ref +5, Will +11

Move up and attack

fortitude: 1d20 + 10 ⇒ (8) + 10 = 18

one attack, take the highest, Longsword vital strike, greater weapon of the chosen, power attack furious focus: 1d20 + 15 ⇒ (19) + 15 = 341d20 + 15 ⇒ (4) + 15 = 192d8 + 16 ⇒ (3, 3) + 16 = 222d8 + 16 ⇒ (3, 2) + 16 = 21

confirm critical: 1d20 + 15 ⇒ (12) + 15 = 271d8 + 16 ⇒ (7) + 16 = 23


Male Human Rogue6/Clr1 Current Map

And that does it for the ghouls. xp=433 each

The party might want to rest.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

"It's been a good run clearing out this level. Seems like as good a time as any to take a breather."

Rest sounds great--Tal is almost tapped out of spells.


Male Human Rogue6/Clr1 Current Map

[ooc]Decide where you are going to rest.[./ooc]


Male Human Rogue6/Clr1 Current Map

Decide where you are going to rest.


Male Half-orc Rogue (Thug) 7

Felix ponders for a moment and then says.
"How about Resting close to the fountain!"


Human Swashbuckler 9 | HP 57 / 78 AC 26 T17 FF21 | Panache 3/4 | CMB +9 CMD 28 | F +9 R +12 W +8(11*) init +7 | Resource Tracker
Skills:
Acrobatics +14 Diplomacy +15 Escape Artist +9 Intimidate +15 Kn: Local +1 Perception +13 Ride +9

"That's a good a place as anywhere." remarked Jim who thought it should be possible to barricade the entrance. "I don't mind taking one of the middle watches, it's not as if I need unbroken sleep to memorise spells!"

1,801 to 1,850 of 5,067 << first < prev | 32 | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dark Tower Gameplay All Messageboards

Want to post a reply? Sign in.